Protector - Spiritual Powers - Tier 1
Protectors are a special kind of holy warriors. They are often charged with safeguarding the life of a Priest and often are tasked with defending the defenseless. Unlike other "fighter" types, a Protector is primarily a defensive warrior. A Protector draws danger to himself and away from others. A Protector's magic is also primarily defensive (such as recovering hit points or transferring health to others). Unlike Paladins, Protectors are permitted to walk (a bit) on the dark side if the end result is that the Protectorate's life is defended and saved. They are servants of the light, however, and their calling is one of service and protection. Moreover, they will not knowingly protect someone of evil alignment (unless it is to make sure they stay alive to stand trial). Protectors have a limited ability to affect Undead. Like Constructs, the only way to make sure that a Protector stays down is to utterly destroy him. Like Priests and Paladins, a Protector draws upon the power of the Planes of Light and Radiance as well as deities of good alignment.
Granted Powers
Protectors are the most defensive of all of the "fighter" types. For this reason, their special resistances pertain to attacks that would fell ordinary fighters. A Protector can resist area-of-effect attacks (such as a hand grenade), system shock (such as being turned to stone or salt), and death magic. If the Protector makes a successful Resist AOE, he/she will not lose more than half available hit points, no matter how intense the incoming damage (or half damage is the attack is less severe). A Resist System Shock indicates a simple negation. A Resist Death Magic roll converts death magic damage into ordinary damage.
Table: Protector Granted Powers | |||
Level | Resist AOE* | Resist System Shock** | Resist Death Magic† |
1 | 4% | 2% | 1% |
2 | 8% | 4% | 2% |
3 | 12% | 6% | 3% |
4 | 16% | 8% | 4% |
5 | 20% | 10% | 5% |
6 | 24% | 12% | 6% |
7 | 28% | 14% | 7% |
8 | 32% | 16% | 8% |
9 | 36% | 18% | 9% |
10 | 40% | 20% | 10% |
11 | 44% | 22% | 11% |
12 | 48% | 24% | 12% |
13 | 52% | 26% | 13% |
14 | 56% | 28% | 14% |
15 | 60% | 30% | 15% |
16 | 64% | 32% | 16% |
17 | 68% | 34% | 17% |
18 | 72% | 36% | 18% |
19 | 76% | 38% | 19% |
20 | 80% | 40% | 20% |
* Add Dexterity | ** Add Constitution | † Add Faith |
If the Protector is Undead, the "death magic" resistance is replaced by a proportional resistance to energy from the Plane of Radiance (or "life magic").
Faith-Based Granted Powers
A Protector's spiritual powers are keyed to Faith (as opposed to Body-Mind-Spirit) and invoking a spiritual power consumes spiritual points (as opposed to BMS). A Protector is chiefly concerned about safeguarding the life of his/her Protectorate. A Protector's powers are defensive in nature and thus the array of Faith-based bonuses reflect this theme. All of the bonuses are cumulative. Thus, if a Protector has a Faith of 16, he/she gets all of the bonuses for 16, 15, and 14.
This table is modified from the printed (book) version: Bonuses are now cumulative, the table goes to 25. Additionally, the list of Faith-indexed Granted Powers has been rewritten from scratch in order to focus on certain Paladin signature powers.
Faith Score | Granted Power |
14 | +1 Save versus Spiritual Powers (continuous) +1 damage resistance from AOE attacks |
15 | +1 to AC for one turn, once per day. +1 Save versus Sleep/Charm (continuous) Can call upon his/her shield or parrying device to glow once per day, 3// radius, equivalent to a super LED, 1 turn/level. Protect range is 9//. |
16 | +1 damage resistance to single-target ranged attacks. Unconditional successful parry once per day (can be used as a re-roll for a failed parry).Can self-heal 10 points once per day. Protect range is 10// |
17 | Extra parry per round, for one turn, once per day. +1 damage resistance from poison+2 to AC for one turn, once per day+1 to Protectorate's AC for one turn, once per day.Can call upon his/her shield or parrying device to glow once per day, 6// radius, equivalent to a sodium vapor light, 1 turn/level. Protect range is 12//. |
18 | Can imbue 10 hit points in his/her Protectorate once per day+2 to Protectorate's AC for one turn, once per day.Can imbue Protectorate with +2 damage resistance for one turn, once per day. Protect range is 15// |
19 | Shield Flash: Shield (or armor) can generate sunlight-equivalent glow in a 6// radius for 1 round/level (not 1 turn/level). Can imbue Protectorate with 3 points of Endurance or Willpower once per day.+2// movement for the Protector and Protectorate for one turn, once per day. Protect range is 18//. |
20 | The Protector and Protectorate can retake one failed saving throw once per day, each.The Protector can imbue both himself/herself and the Protctorate with 15 hit points once per day, each.Can grant the Protectorate the ability to see without light for one hour per day, once per day. Protect range is 21//. |
21 | Triggered healing: The Protector or Protectorate automatically receive 15 points of healing if dropped below 0 hit points. This is automatic and does not count as an action. Summon Chosen Armor (if lost/stolen or otherwise unavailable). Protect range is 24// |
22 | Can the ability to see without light to all allies within 10// for one turn per level.Heal all allies in 3// radius for 10 points, once per day.Grant all allies +1 damage resistance within 6// for one turn once per day. |
23 | The Protector becomes a figure of legend and is remembered for 4d10 generations. The Protector's life is not extended. However, the Protector will never again be susceptible to ordinary diseases (even ordinary fatal diseases) The Protector will have good health until he/she has reached the normal maximum lifespan for the character's race. |
24 | Purifying Shield: The Protector can make his/her shield or parrying device shine with the brightest silver light that inflicts 4d10 damage to all Undead within a 6// radius. This power lasts one round and then decreases to "sodium vapor light" illumination for 1 turn per level. Protect range is 30//. |
25 | If slain in battle, the Protector's spirit rises from his/her body and takes on an angelic form that mesmerizes his/her foes into exclusively attacking the Protector (save vs sleep/charm at -4 to negate). The Protector has 5x his/her normal hit points and has an effective AC of -10. The Protector's foes will keep attacking the Protector until he/she runs out of temporary hit points and ascends to the Plane of Light. In the meantime, the Protectorate an the Protector's allies are afforded the chance to escape in safety. Protect range is 36//. |
Note: If the Protector is Undead, then spell effects in this matrix that would ordinarily harm Undead would instead provide an equivalent benefit. Moreover, spell effects that create a "sun equivalent" light would instead create a deep purple radiance that would dazzle living creatures.
Create Chosen Armor/Shield
While certain "fighter" classes (such as Warrior, Paladin, and Cavalier) are able to enchant their favorite weapon with talismanic power, a Protector is a defensive fighter and therefore gains the ability to enchant either a suit of armor or a shield (the Protector can choose one but not both). The enchanted armor (or shield) becomes automatically immune to rust and will not accumulate ordinary (cosmetic) damage. A Detect Magic (or similar spell) will indicate that a Chosen Armor/Shield is a powerfully-charged item.
The ritual for creating a Chosen Armor or Shield takes three hours. The item itself must be of excellent craftsmanship and have been constructed from the best available materials. These factors generally increase the base cost of the item by three-fold. The ritual also costs 45 Spirit Points. If the Protector does not have 45 Spirit Points (ie. his/her maximum daily reserve is 44 or less), a Priest can assist in the ritual and add any shortage from his/her own reserve. In the latter event, the Protector will complete the ritual with zero Spirit Points remaining (and also be exhausted for one day). If the Protector fails in the Faith check, he/she must wait one week before another attempt can be made. However, the armor or shield is not destroyed by the spell's failure and can still be word (albeit in a mundane capacity) until the ritual can be attempted again.
If a Chosen Armor or Shield is somehow destroyed through neglect, carelessness, or foolhardy behavior on the part of the Protector, the Protector must wait one year before making a new Chosen Armor or Shield. However, if the armor or shield was destroyed in the line of duty (ie. whilst defending the Protectorate or defending one's allies), the Protector can begin preparations for creating a replacement armor or shield immediately. .
Note: At the Game Master's discretion, the Chosen Armor/Shield's power may fail to invoke for a suitable period of time if the Protector has previously used its power in a way contrary to the Protector's ethos. For example, if a Protector uses Chosen Armor/Shield to shield-bash an opponent that has already surrendered, or use Chosen Armor/Shield in some prideful or vanglorious way (such as making the armor glow for no reason whilst eating dinner at a local pub) , the GM could make the Chosen Armor/Shield inaccessible for a period of time commensurate with the transgression of the Protector's ethos. Likewise, the Game Master could make the item's power unavailable if the Protector starts over-using it as a crutch.
Call Upon Chosen Armor/Shiled
Prayer: 1 round
Cost: 30 SP
Range: Touch (ie. the Protector's Chosen Armor or Shield)
Duration: See table below
It should be noted that the powers listed below are "common" uses of Call Upon Chosen Armor/Shield. Players are encouraged to develop a "signature effect" unique to their character's style. the Game Master can then approve or modify the effect as needed for game balance.
Changes from the printed (book) version: Priests can fill in the Spirit Point deficit; the wait time for making a replacement item is now only one year; invoking "Protectors now get a choice of enchanting a shield or a suit of armor and no longer get a chosen weapon; players can develop a "signature effect" in addition to the powers listed below.
Call Upon Chosen Armor/Shield - Desired Effect | Duration of Effect |
Boost Other Power (the Protector can double effectiveness of some other spell that the Protector might invoke the next round) | The boosted power lasts twice as long as normal, has twice the range (or twice the area of effect), and inflicts twice as much damage (or heals twice as many hit points, as the case may be). |
+6 parry; +4 initiative and damage | 1 round |
+4 parry ; +3 initiative and damage | 3 rounds |
+4 parry; +2 initiative and damage | 5 rounds |
+4 parry; +1 initiative and damage | 10 rounds |
Sympathetic Heal: The Protector and Protectorate both recover 20 hit points. | Instantaneous |
Tether Heal: More useful post-battle, the power heals 2 hit points per round to the Protector and Protectorate. | 10 rounds + 1 round per level |
Flash teleport: If the Protector and Protectorate are separated, the Protector can be teleported to the Protectorate's location so long as it is within 500'. | Instantaneous |
Sword Breaker. When fighting hand-to-hand (melee range) against an armed opponent, the Protector can match his/her Skill against that of the opponent (via Universal Matrix). If the opponent fails on the Universal Matrix, the opponent's weapon snaps in two when it impacts against the Protector's armor or shield. If the opponent's weapon is also enchanted, then treat as a disarm that causes the enemy's weapon to fly out of hand at least ten feet away. | 5 rounds |
Nova Flash: The Protector can command his/her armor or shield to flash with a brilliance equivalent to both sunlight, silver, and cobalt. Undead take 1d4 damage per level of the Protector and are repelled back 6//. Incorporeal spirits, angels, demons, and extraplanar entities take either 1d4 damage or lose 1d4 spirit points per level of the Protector (whichever is more appropriate) and are also repelled 6//. | Instantaneous |
Discharge Aggression: Enemies within 20' of the Protector may see the Protector and his/her allies but will not act aggressively whilst the power is in effect. This is particularly useful in slinking away from a losing battle. | 10 rounds |
Spark of Life: If the Protectorate is somehow brought to -11 hit points (or lower), the Protector can imbue the Protectorate with enough life energy to be brought back to 1 hit point. This procedure must be completed within 4 rounds of the Protectorate dying or else the spell fails. If successful, the Protectorate revives but functions at half Endurance for 24 hours. | 1 round |
Protector - Affect Undead
Paladin | Hit Dice of Opposing Undead Creature | |||||||||||||||||||
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
1 | 14 | 18 | 22 | 26 | 30 | 34 | 38 | 42 | 46 | 50 | 54 | 58 | 62 | 66 | 70 | 74 | 78 | 82 | 86 | 90 |
2 | 12 | 16 | 20 | 24 | 28 | 32 | 36 | 40 | 44 | 48 | 52 | 56 | 60 | 64 | 68 | 72 | 76 | 80 | 84 | 88 |
3 | 10 | 14 | 18 | 22 | 26 | 30 | 34 | 38 | 42 | 46 | 50 | 54 | 58 | 62 | 66 | 70 | 74 | 78 | 82 | 86 |
4 | 8 | 12 | 16 | 20 | 24 | 28 | 32 | 36 | 40 | 44 | 48 | 52 | 56 | 60 | 64 | 68 | 72 | 76 | 80 | 84 |
5 | 6 | 10 | 14 | 18 | 22 | 26 | 30 | 34 | 38 | 42 | 46 | 50 | 54 | 58 | 62 | 66 | 70 | 74 | 78 | 82 |
6 | 4 | 8 | 12 | 16 | 20 | 24 | 28 | 32 | 36 | 40 | 44 | 48 | 52 | 56 | 60 | 64 | 68 | 72 | 76 | 80 |
7 | 2 | 6 | 10 | 14 | 18 | 22 | 26 | 30 | 34 | 38 | 42 | 46 | 50 | 54 | 58 | 62 | 66 | 70 | 74 | 78 |
8 | 0 | 4 | 8 | 12 | 16 | 20 | 24 | 28 | 32 | 36 | 40 | 44 | 48 | 52 | 56 | 60 | 64 | 68 | 72 | 76 |
9 | -2 | 2 | 6 | 10 | 14 | 18 | 22 | 26 | 30 | 34 | 38 | 42 | 46 | 50 | 54 | 58 | 62 | 66 | 70 | 74 |
10 | -4 | 0 | 4 | 8 | 12 | 16 | 20 | 24 | 28 | 32 | 36 | 40 | 44 | 48 | 52 | 56 | 60 | 64 | 68 | 72 |
11 | -6 | -2 | 2 | 6 | 10 | 14 | 18 | 22 | 26 | 30 | 34 | 38 | 42 | 46 | 50 | 54 | 58 | 62 | 66 | 70 |
12 | -8 | -4 | 0 | 4 | 8 | 12 | 16 | 20 | 24 | 28 | 32 | 36 | 40 | 44 | 48 | 52 | 56 | 60 | 64 | 68 |
13 | -10 | -6 | -2 | 2 | 6 | 10 | 14 | 18 | 22 | 26 | 30 | 34 | 38 | 42 | 46 | 50 | 54 | 58 | 62 | 66 |
14 | -12 | -8 | -4 | 0 | 4 | 8 | 12 | 16 | 20 | 24 | 28 | 32 | 36 | 40 | 44 | 48 | 52 | 56 | 60 | 64 |
15 | -14 | -10 | -6 | -2 | 2 | 6 | 10 | 14 | 18 | 22 | 26 | 30 | 34 | 38 | 42 | 46 | 50 | 54 | 58 | 62 |
16 | -16 | -12 | -8 | -4 | 0 | 4 | 8 | 12 | 16 | 20 | 24 | 28 | 32 | 36 | 40 | 44 | 48 | 52 | 56 | 60 |
17 | -18 | -14 | -10 | -6 | -2 | 2 | 6 | 10 | 14 | 18 | 22 | 26 | 30 | 34 | 38 | 42 | 46 | 50 | 54 | 58 |
18 | -20 | -16 | -12 | -8 | -4 | 0 | 4 | 8 | 12 | 16 | 20 | 24 | 28 | 32 | 36 | 40 | 44 | 48 | 52 | 56 |
19 | -22 | -18 | -14 | -10 | -6 | -2 | 2 | 6 | 10 | 14 | 18 | 22 | 26 | 30 | 34 | 38 | 42 | 46 | 50 | 54 |
20 | -24 | -20 | -16 | -12 | -8 | -4 | 0 | 4 | 8 | 12 | 16 | 20 | 24 | 28 | 32 | 36 | 40 | 44 | 48 | 52 |
Turning Attempts: 1 per 2 levels
Creatures Affected: 1 per 2 levels
Duration of Turning Effect: 1 round per level
Combined Faith Bonus: +2
Special Rules if the Protector is Undead
As Undead characters cannot channel energy from the Plane of Radiance, they instead draw from the Plane of Shadow. This has a profound effect on their ability to affect other Undead. Rather than turning such creatures away, an Undead Protector can bolster Undead.
For the duration of the "turning" effect, bolstered Undead will view the Protector favorably (although they will not automatically obey the Paladin). Additionally, bolstered Undead gain a +2 to hit, +2 to damage, +2// to movement speed, and +2 to AC.
Disperse Damage
Prayer: 2 segments
Spirit Cost: 16 points
Range: Limit of the Protect spell
Duration: 1 hour per level
Area of Effect: The Protectorate
Classification: Defense
While a Protector is endowed with the greatest number of parries, even the best Protectors cannot block all blows. For that reason, the Protector may find it useful to imbue his/her Protectorate with a certain level of damage resistance. Once the spell is cast, the Protectorate gains a +1 damage resistance against the first incoming successful attack each round. As always, damage resistance also has the effect of negating trivial damage (i.e., taking a single hit point of damage would result in no injury being received).
Disperse Damage has a different use than Sympathetic Armor. While the latter is quite useful when the Protector and Protectorate are on the battlefield and the Protector is fully decked in armor, Sympathetic Armor is a lot less useful when the Protector and Protector are in civilian settings such as a grand banquet, a diplomatic summit, a wedding ceremony for a head of state, or an ordination for a new religious leader. In those situations, Disperse Damage is a better option because the level of protection does not depend on what kind of armor the Protector is wearing.
Of course, like most other Protector spells, the power increases in potency as the Protector ascends in level.
- Levels 1 to 4: Damage resistance is 1 point and is effective against the first successful hit.
- Levels 5 to 9: Damage resistance is 2 points and is effective against the first successful hit.
- Levels 10 to 14: Damage resistance is 3 points and is effective against the first two successful hits.
- Levels 15 to 19: Damage resistance is 4 points and is effective against the first two successful hits.
- Levels 20 and higher: Damage resistance is 5 points and is effective against the first three successful hits.
Changes from the printed (book) version: This is a new spell and replaces Sanctuary.
Distraction
Prayer: 5 segments
Spirit Cost: 17 points
Range: Internal to the Protector
Duration: 1 round per level
Area of Effect: 6//
Classification: Charm
Protectors typically have more hit points than the people they protect. However, Gaianar is a world where bandits, highwaymen, and roving killers seek out the weakest prey first when committing crimes of violence. And so, the Protector must sometimes use force of will to direct an enemy’s attack away from the Protectorate and instead towards the Protector. Any foe who would wish harm against the Protectorate must make a successful save versus sleep/charm. Those failing the save feel compelled to attack the Protector instead of the Protectorate. Once the attackers are distracted, the Protectorate must not engage in any hostile act towards those affected by the invocation, lest the spell be broken. The Protectorate can, of course, still cast supportive spells that aid the Protector and his/her allies.
The potency of the Distraction spell increases as the Protector ascends in level.
- Levels 1 to 4: The range is 6// and the sleep/charm save is unmodified.
- Levels 5 to 9: The range is 9// and the sleep/charm save is penalized by -2
- Levels 10 to 14: The range is 12// and the sleep/charm save is penalized by -4
- Levels 15 to 19: The range is 15// and the sleep/charm save is penalized by -6
- Levels 20 and higher: The range is 18// and the sleep/charm save is penalized by -8
Changes from the printed (book) version: The spell is essentially unchanged except that power scaling is consistent with other “Priestly” character classes.
Extend Protection
Prayer: 1 segment
Spirit Cost: 10 points
Range: Limits of the Protect spell
Duration: 1 turn (can be automatically renewed by paying maintenance cost)
Area of Effect: The Protectorate
Classification: Defense
Sometimes a Protector finds himself/herself in a situation where the Protectorate wanders outside the range of the Protect spell. For example, the Protectorate may need to run across a battlefield in order to heal a wounded commander. Or a downtown urban district may be so crowded that the Protectorate gets herded off in the flow of foot traffic. In such cases, the Protector can temporarily double the range of the Protect spell by casting this spell. While Extend Protection lasts for one turn, the Protector can automatically continue the spell’s operation in one-turn increments by paying the maintenance cost. No additional Faith rolls are needed.
The degree to which the Protect spell can be extended does increase as the Protector ascends in level:
- Levels 1 to 4: The range is doubled.
- Levels 5 to 9: The range is tripled.
- Levels 10 to 14: The range is quadrupled.
- Levels 15 to 19: The range is pentupled (i.e., 5x).
- Levels 20 and higher: The range sextupled (i.e., 6x).
Changes from the printed (book) version: The mathematics have been greatly streamlined. Scaling is consistent with other "Priestly" character classes.
Fleet Feet
Prayer: 4 segments
Spirit Cost: 8 points
Range: Limit of the Protect spell
Duration: 1 turn per level
Area of Effect: The Protector and Protectorate
Classification: Travel
Unlike most fighter-types (Cavalier, Paladin, Gunslinger, etc.), a Protector has absolutely no qualms about retreating from battle so long as the retreat keeps his/her Protectorate safe. Once the spell is cast, both the Protector and his/her Protectorate gain bonuses to running, swimming (if applicable), and flying (if biologically or magically capable). At base level, the running bonus is +2//, the swimming bonus is +1//, and the flying bonus is +3//. However, the spell becomes more potent as the Protector ascends in level.
- Levels 1 to 4: Run speed is +2//; swim speed is +1//; flight speed is +3//
- Levels 5 to 9: Run speed is +4//; swim speed is +2//; flight speed is +6//
- Levels 10 to 14: Run speed is +6//; swim speed is +3//; flight speed is +9//
- Levels 15 to 19: Run speed is +8//; swim speed is +4//; flight speed is +12//
- Levels 20 and higher: Run speed is +10//; swim speed is +5//; flight speed is +15//
Undead Protectors tend to make more frequent use of this spell than their living counterparts. Because Undead individuals are no longer biologically active, they are incapable of sudden bursts of speed that adrenaline would ordinarily provide. This spell does help in mitigating an Undead Protector's otherwise low performance ceiling.
Changes from the printed (book) version: The power now boosts swimming and flying; duration is turns per level instead of rounds per level; power scaling is consistent with other “Priestly” classes.
Invisibility to Undead
Prayer: 8 segments
Spirit Cost: 20 points
Range: Limit of the Protect spell
Duration: 1 turn per level
Area of Effect: The Protector and Protectorate
Classification: Defense or Spiritual Warfare
Whereas Paladins or Cavaliers prefer to chop the Undead into quivering chunks, Protectors often prefer to simply escort their charges out of harm’s way and leave the slice-and-dice to more offensive-oriented fighters. For a Protector, a careful and subtle retreat that keeps his/her Protectorate safe is always preferable to protracted hand-to-hand combat.
When this spell is cast, the Protector and Protectorate become invisible to any Undead monster of 8HD or fewer. For creatures of greater than 9HD, the monster can attempt a Save vs Sleep/Charm to detect the Protector and Protectorate (if one is detected, they are both detected). The invisibility ends if the Protector or Protectorate takes an offensive action against nearby Undead. However, either can offer support spells to allies who are not protected by invisibility.
Undead Protectors have a certain built-in advantage with regard to this spell. The average randomly encountered Undead will generally not attack an Undead Protector unless provoked. Therefore, the Protector can instead choose to cast a more limited version of this spell that only confers invisibility to Undead on the Protectorate. In this case, the casting cost is reduced to 10 SP.
This spell grants a more effective cloaking effect as the Protector increases in level.
- Levels 1 to 4: The invisibility threshold is 8 HD.
- Levels 5 to 9: The invisibility threshold is 11 HD.
- Levels 10 to 14: The invisibility threshold is 15 HD.
- Levels 15 to 19: The invisibility threshold is 20 HD.
- Levels 20 and higher: The invisibility threshold the same HD as the Protector has in levels.
Changes from the printed (book) version: The spell now only guards the Protector/Protectorate and does not generate an area of effect. This change was made for rules consistency. The spell now lasts turns per level instead of rounds per level.
Lend Health
Prayer: 5 segments
Spirit Cost: 5 points
Range: Limit of the Protect spell
Duration: Instantaneous
Area of Effect: The Protectorate
Classification: Healing
The advantage of the Protector character class straddling the line between “fighter” and “clergy” is that they have nearly the same hit points as a Warrior whilst having a certain amount of healing like a Priest. In this case, the Protector’s ability to heal manifests as a transference of hit points between the Protector and the Protectorate. While this has the effect of weakening the Protector (and thus bolstering the Protectorate), the Protector recovers the lost hit points at a rate of one point per round. It should be noted that a Protector must always leave himself/herself with at one hit point. The Protector cannot transfer more hit points than the recipient can accept.
The spell is more difficult to cast if the Protector and Protectorate are of different biological statuses. For example, if the Protector is Undead and the Protector is living, this spell costs 10 SP instead of 5 SP, due to the required energy conversion. The same is true if the Protector is living and the Protectorate is Undead.
The healing potential (ratio of hit points sacrificed vs healing granted) and recovery rate both increase as the Protector advances in level.
- Levels 1 to 4: Hit point transfer is 1:1; hit point recovery is 1 per round.
- Levels 5 to 9: Hit point transfer is 1:2; hit point recovery is 1 per round.
- Levels 10 to 14: Hit point transfer is 1:2; hit point recovery is 2 per round.
- Levels 15 to 19: Hit point transfer is 1:3; hit point recovery is 2 per round.
- Levels 20 and higher: Hit point transfer is 1:3; hit point recovery is 3 per round.
Changes from the printed (book) version: The spell no longer transfers Endurance; the healing/recovery potential now scales with the Protector’s level.
Lend Spiritual Reserve
Prayer: 5 segments
Spirit Cost: 5 points
Range: Limit of the Protect spell
Duration: Instantaneous
Area of Effect: The Protectorate
Classification: Spiritual Warfare
This spell functions in a similar manner as Lend Health. Above the cost of the spell (5 SP), the Protector can transfer spirit points to the Protectorate at a 1:1 ratio. Unlike Lend Health, however, transferred spirit points recover at the standard rate instead of the accelerated rate. The Protector must always leave himself/herself with at least 10 SP (the cost of paying the maintenance on the Protect spell). Additionally, this spell does not scale.
Changes from the printed (book) version: The transfer ratio is now 1:1 instead of 3:2.
Projected Sight
Prayer: 1 segment
Spirit Cost: 4 points
Range: Limit of the Protect spell
Duration: 1 turn per level
Area of Effect: The Protectorate
Classification: Utility
One of the class-specific powers afforded the Protector class is the ability to see in the absence of light. This ability does not rely on infrared/ultraviolet emanations. It simply is sight without light. A Protector may find it useful to temporarily endow his/her Protectorate with this ability. For example, a Protector may have to rescue the Protectorate from a collapsed cavern and then crawl through several miles of tight, unlit tunnels. The Protector may have to whisk the Protectorate from assassins in the middle of the night and not risk the use of a torch or a flashlight. Unlike most powers for this class, Projected Sight does not scale (sight without light is a toggled power -- it's either working or it isn't).
Changes from the printed (book) version: This is a new spell.
Protect
Prayer: 1 segment
Spirit Cost: 10 points per day
Range: Touch
Duration: Special (see below)
Area of Effect: The Protectorate
Classification: Defense
“Protect” is the primary spell employed by the Protector character class. When a Protector places his charge under protection, all physical damage to the Protectorate will be absorbed by the Protector. Wounds inflicted on the Protectorate will not manifest as similar wounds on the Protector's body, but instead the Protector will lose hit points equal to the damage inflicted on the Protectorate. This spell does not protect against purely supernatural damage (like death magic), nor will it protect the charge from mental or spiritual attacks. However, it will safeguard the Protectorate against ordinary damage from swords, arrows, bullets, and the like. The protection can remain in force so long as:
- The Protector’s hit points remain above zero
- The Protector is not incapacitated from a spell, knock-out drug, poison, or beaten unconscious.
- The Protectorate remains within 6// of the Protector (this range may be greater if the Protector has high Faith)
- The Protectorate has sufficient available spirit points for the daily overhead cost. For instance, if the spell is cast at 3:00PM and the Protector has used up all of his/her spirit points by 2:59PM the next day, the Protect spell will end.
Note: Ordinary sleep does not cancel the Protect spell. If the Protectorate is attacked whilst the Protector is asleep, the Protector will immediately be awakened.
In the event of a catastrophic injury to the Protectorate (i.e., a bomb exploding in café while eating breakfast), the Protector can absorb an unlimited amount of damage, so long as the damage is inflicted in just one round. By the act of absorbing unlimited damage, the Protector surely dies. But such is the calling of the Protector, that he should die so that his Protectorate might live.
At base level, the Protector can protect only one person at once. Even at higher levels, a Protector is typically assigned only one charge. However, there may be instances where a Protector may feel the need to protect multiple people at once. For example, a Protector may place several children under his/her protection whilst escorting them out of a burning building. Or a Protector may protect several critically wounded civilians in order to prevent them from bleeding out whilst waiting for an emergency services medic to arrive.
- Levels 1 to 4: The Protector can protect one person
- Levels 5 to 9: The Protector can protect two people
- Levels 10 to 14: The Protector can protect three people
- Levels 15 to 19: The Protector can protect four people
- Levels 20 and higher: The Protector can protect five people
Changes from the printed (book) version: The maintenance cost is greatly reduced; The Protector can protect multiple people at higher levels.
Secret Speech
Prayer: 0 segments (treat as an interrupt) or 2 segments (message)
Spirit Cost: 3 points
Range: Limit of the Protect spell
Duration: 2 rounds (1 to send, 1 to receive)
Area of Effect: The Protector and the Protectorate
Classification: Communication
The Protector, being a profession of self-discipline that rivals that of the Gunslinger, also enjoys a limited form of telepathy between himself/herself and the Protectorate. There are plenty of situations in which a Protector may find it useful to communicate a short phrase to the Protectorate without anyone else overhearing. For example, the Protector may wish to warn the Protectorate to leave a party without drawing anyone's attention. He/she may wish to communicate "follow my bluff" when encountering highwaymen. At base level, a Protector can communicate a single sentence of up to ten words to the Protectorate. If used in this way, the power takes two segments to cast. The Protectorate can respond with a silent message of similar length.
Alternatively, this spell can be cast as a 0-segment interrupt in order to issue a single-word warning to the Protector (and is also backed up with an emotional overlay). Used as an interrupt, the Protector can forfeit his declared combat action (either on this round or the next round). The Protector can still move, parry, or take other defensive/supportive actions in place of the interrupted combat routine. Common "interrupt" messages include "duck", "dive", "run", "jump", hide", and "stop".
When used as a complete message and not as an interrupt, the length of the message increases as the Protector ascends in level.
- Levels 1 to 4: The Protector can communicate one sentence.
- Levels 5 to 9: The Protector can communicate two sentences.
- Levels 10 to 14: The Protector can communicate three sentences.
- Levels 15 to 19: The Protector can communicate four sentences.
- Levels 20 and higher: The Protector can communicate five sentences.
Changes from the printed (book) version: This is a new spell.
Spiritual Tether
Prayer: 7 segments
Spirit Cost: 12 points
Range: Limits of the Protect spell
Duration: 1 turn (can be automatically renewed by paying maintenance cost)
Area of Effect: The Protector and the Protectorate
Classification: Defense
The Protector often must escort his/her charge through dangerous lands that are often swarming with Undead, restless spirits, and sinkholes of evil. For that reason, the Protector must be wary not only of the foes of flesh-and-blood, but those of the supernatural realm. And so, the Protector may call upon the power of Light and Radiance to form a spiritual tether between Protector and Protectorate to guard against death magic and malevolent spiritual forces.
As base level, the Protector and Protectorate gain a +2 Save vs Death Magic, +1 to Sleep/Charm saves, and 10% empathic resistance (cumulative with any innate empathic resistance. Whilst the tether does not glow in visible light, it is quite apparent when viewed via spells that make the spirit world visible. The power lasts for one turn but can be automatically renewed if the Protector pays the maintenance cost. No additional Faith rolls are needed to keep the power active so long as the Protector has sufficient spiritual reserve.
The spell has a higher casting cost when the Protector and Protectorate are of mixed biological statuses. For example, if the Protector is Undead and the Protectorate is living, then the spell will cost 18 SP. For the Undead individual (Protector or Protectorate), the bonus to Save vs Death Magic is replaced by a comparable bonus to saves involving Life Magic or Radiant Energy.
As with many other Protector spells, the power increases as the Protector ascends in level.
- Levels 1 to 4: Yields are +2 Death Magic; +1 Sleep/Charm; +10% Empathic Resistance.
- Levels 5 to 9: Yields are +4 Death Magic; +2 Sleep/Charm; +15% Empathic Resistance.
- Levels 10 to 14: Yields are +6 Death Magic; +3 Sleep/Charm; +20% Empathic Resistance.
- Levels 15 to 19: Yields are +8 Death Magic; +4 Sleep/Charm; +25% Empathic Resistance.
- Levels 20 and higher: Yields are +10 Death Magic; +5 Sleep/Charm; +30% Empathic Resistance.
Changes from the printed (book) version: This is a new spell and replaces "Vanquish All Shadows".
Sympathetic Armor
Prayer: 5 segments
Spirit Cost: 12 points
Range: Limit of the Protect spell
Duration: 1 round per level
Area of Effect: The Protector and Protectorate
Classification: Defense
Protectors are the least offensive and most defensive of the “fighter” classes. Because of this fact, Protectors often load up on armor, shields, or martial arts. Thus, Protectors often have extremely robust armor ratings of any character class. What this also means is that the Protectorate’s armor class is almost always worse than the Protector’s – sometimes significantly worse. Sometimes the difference makes it quite difficult for the Protector to do his/her job effectively.
The power of Sympathetic Armor is to temporarily confer upon the Protectorate the same armor class as the Protector. This spell does not make any physical armor manifest on the Protectorate but instead the spell serves as a magical bulwark that lowers (improves) the Protectorate’s armor class. This boon refers to the final armor class of the Protector – including armor, shields, rings, Dexterity bonuses, martial arts bonuses, etc.
The power of Sympathetic Armor increases as the Protector advances in level.
- Levels 1 to 4: Protector’s AC conferred on Protectorate.
- Levels 5 to 9: Protector’s AC conferred on Protectorate; +1 to poison save.
- Levels 10 to 14: Protector’s AC conferred on Protectorate; +1 to poison save; +1 system shock save
- Levels 15 to 19: AC conferred on Protectorate; +1 to poison save; +1 system shock save; +1 initiative
- Levels 20 and higher: AC conferred on Protectorate; +1 to poison save; +1 system shock save; +1 initiative; +1 Parry
Changes from the printed (book) version: This is a new spell.
Willpower Align
Prayer: 5 segments
Spirit Cost: 8 points
Range: Limits of the Protect spell
Duration: Until spirit combat is completed
Area of Effect: The Protectorate
Classification: Defense or Spiritual Warfare
No all foes are of flesh and blood. Not all weapons are of wood and steel. The Protector, as one who lives a life of self-discipline, is well-aware of the dangers posed by wandering spirits as well as cunning foes who attack with the power of the mind alone. By virtue of Willpower Align, the Protector can lend a portion of his/her will to a Protectorate who is under attack through formal spirit combat or empathic manipulation. At base level, a Protector can boost a Protectorate's defensive Willpower by +1 for the duration of spirit combat. For a Protectorate under mind control from an empath, a Protector can drive an empathic "wedge" between the aggressor and Protectorate that has an effective empathic strength of 30%. The aggressor must than match his/her empathic power against the wedge on the Universal Matrix in order to determine if the wedge severs the connection.
Using this power is not without risk to the Protector. Should the Protectorate lose in spirit combat, the enemy spirit (or enemy person) will immediately turn on the Protector (whilst essentially losing interest in the Protectorate). Likewise, a failed wedge attack will surely reveal the Protector's presence, location, and direction to the empathic assailant.
This power grows more robust as the Protector ascends in level.
- Levels 1 to 4: Willpower boost is +1; Empathic wedge is 30%.
- Levels 5 to 9: Willpower boost is +2; Empathic wedge is 35%.
- Levels 10 to 14: Willpower boost is +3; Empathic wedge is 40%.
- Levels 15 to 19: Willpower boost is +4; Empathic wedge is 45%.
- Levels 20 and higher: Willpower boost is +5; Empathic wedge is 50%.
Things to Consider
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